551 line - start (edit notepad+) ------------------------------------------------ -- Grenade remove and add commom.material || 1 greande == 2 material ------------------------------------------------ if countREG_Fla >= 6 then /// set MAX [Flashbang GRENADE] upgResult = 1 -- depends on craft recipe (half of item cost when crafted) upgOriginal = 1
if countREG_Fla >= 7 then //// set max + 1 upgResult = math.floor ( countREG_Fla - 6 ) -- set limit Regular grenade -- upgOriginal = 1 end
ts:RemoveItem( player, idREG_Fla, upgOriginal ) Game.AddToInventory("Items.CommonMaterial1", upgResult) --- if more than MAX remove 1grenade and add craftpart material --Game.AddToInventory("Items.money", 5) msg = msg.."\n 1 Grenade .. "..upgOriginal.." of "..upgResult.." is Removed!" msgFlag = false end 572 frag 590 emp 608 inc etc. list of grenades start at 126 for info
I don't understand how I'm supposed to get the Max carry on start mod to work the file in the folder is a .archive. Dropping that in the CET mods folder does nothing.
Copy the .archive to the ../cyberpunk 2077/archive/ folder. if you start new game Carry is set to 80; when you advance, the limit increases with fatigue (20 levels) +2, +2 ... +3 ... +4, +4 (total +50 carry) on 20 lvl
Can you make a version that turns ammo into OTHER ammo types instead of money? It is kind of weird that ammo magically turns into money...
If [x_ammo] is full, add pistol ammo instead.
If pistol ammo is full, add rifle ammo
If rifle ammo is full, add shotgun ammo
If shotgun ammo is full, add sniper rifle ammo
If ALL ammo is full... Give crafting components instead.
If < 10 ammo, give 1 crafting component (common)
If 10-19, give 1 (common), 1 (uncommon)
If 20-29, give 2 (common), 1 (uncommon)
If 30-39, give 3 (common), 2 (uncommon)
If >= 40, give 3 (common), 3 (uncommon)
For healing items...
If BB is full, convert to MaxDoc
If MaxDoc is full, convert to BB
If BOTH are full, convert to crafting components
The rarity of the healing item determines the rarity of the crafting component... For example, an uncommon MaxDoc would turn into an uncommon crafting component.
If the player has "Scrapper" perk, also gain small amount of EXP each time an item is turned into crafting components to fit-in with the perk's default behavior.
20 comments
------------------------------------------------
-- Grenade remove and add commom.material || 1 greande == 2 material
------------------------------------------------
if countREG_Fla >= 6 then /// set MAX [Flashbang GRENADE]
upgResult = 1 -- depends on craft recipe (half of item cost when crafted)
upgOriginal = 1
if countREG_Fla >= 7 then //// set max + 1
upgResult = math.floor ( countREG_Fla - 6 ) -- set limit Regular grenade --
upgOriginal = 1
end
ts:RemoveItem( player, idREG_Fla, upgOriginal )
Game.AddToInventory("Items.CommonMaterial1", upgResult) --- if more than MAX remove 1grenade and add craftpart material
--Game.AddToInventory("Items.money", 5)
msg = msg.."\n 1 Grenade .. "..upgOriginal.." of "..upgResult.." is Removed!"
msgFlag = false
end
572 frag
590 emp
608 inc etc.
list of grenades start at 126 for info
Would like to let the modmaker know that this mod seems to crash with combination of Enhanced Craft.
In my opinion there are huge ammo limits. Can you make mod that only change ammo capacity without changing limits for grenades/heals?
- does it scrap everything from my inventory
- does it affect ammo capacity
All I want is the scrap excess ammo part, or is it impossible to have just that part?Hving 30 on skippy and 49 on spare is like... too few lmao
the file in the folder is a .archive. Dropping that in the CET mods folder does nothing.
if you start new game Carry is set to 80;
when you advance, the limit increases with fatigue (20 levels)
+2, +2 ... +3 ... +4, +4 (total +50 carry) on 20 lvl
It is kind of weird that ammo magically turns into money...
If ALL ammo is full... Give crafting components instead.
For healing items...
If the player has "Scrapper" perk, also gain small amount of EXP each time an item is turned into crafting components to fit-in with the perk's default behavior.
I don't want to look for it!
but I can add e.g